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<h1>Coverage Summary for Class: DefaultPlayerInteractionMap (nl.tudelft.jpacman.level)</h1>

<table class="coverageStats">
<tr>
  <th class="name">Class</th>
<th class="coverageStat 
">
  Class, %
</th>
<th class="coverageStat 
">
  Method, %
</th>
<th class="coverageStat 
">
  Line, %
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  <td class="name">DefaultPlayerInteractionMap</td>
<td class="coverageStat">
  <span class="percent">
    0%
  </span>
  <span class="absValue">
    (0/1)
  </span>
</td>
<td class="coverageStat">
  <span class="percent">
    0%
  </span>
  <span class="absValue">
    (0/5)
  </span>
</td>
<td class="coverageStat">
  <span class="percent">
    0%
  </span>
  <span class="absValue">
    (0/13)
  </span>
</td>
</tr>

</table>

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<pre>
<div class="sourceCode" id="sourceCode"><i class="no-highlight">1</i>&nbsp;package nl.tudelft.jpacman.level;
<i class="no-highlight">2</i>&nbsp;
<i class="no-highlight">3</i>&nbsp;import nl.tudelft.jpacman.board.Unit;
<i class="no-highlight">4</i>&nbsp;import nl.tudelft.jpacman.npc.Ghost;
<i class="no-highlight">5</i>&nbsp;import nl.tudelft.jpacman.points.PointCalculator;
<i class="no-highlight">6</i>&nbsp;
<i class="no-highlight">7</i>&nbsp;/**
<i class="no-highlight">8</i>&nbsp; * An extensible default interaction map for collisions caused by the player.
<i class="no-highlight">9</i>&nbsp; *
<i class="no-highlight">10</i>&nbsp; * The implementation makes use of the interactionmap, and as such can be easily
<i class="no-highlight">11</i>&nbsp; * and declaratively extended when new types of units (ghosts, players, ...) are
<i class="no-highlight">12</i>&nbsp; * added.
<i class="no-highlight">13</i>&nbsp; *
<i class="no-highlight">14</i>&nbsp; * @author Arie van Deursen
<i class="no-highlight">15</i>&nbsp; * @author Jeroen Roosen
<i class="no-highlight">16</i>&nbsp; *
<i class="no-highlight">17</i>&nbsp; */
<i class="no-highlight">18</i>&nbsp;public class DefaultPlayerInteractionMap implements CollisionMap {
<i class="no-highlight">19</i>&nbsp;
<i class="no-highlight">20</i>&nbsp;    private PointCalculator pointCalculator;
<i class="no-highlight">21</i>&nbsp;
<b class="nc"><i class="no-highlight">22</i>&nbsp;    private final CollisionMap collisions = defaultCollisions();</b>
<i class="no-highlight">23</i>&nbsp;
<i class="no-highlight">24</i>&nbsp;    /**
<i class="no-highlight">25</i>&nbsp;     * Create a simple player-based collision map, informing the
<i class="no-highlight">26</i>&nbsp;     * point calculator about points to be added.
<i class="no-highlight">27</i>&nbsp;     *
<i class="no-highlight">28</i>&nbsp;     * @param pointCalculator
<i class="no-highlight">29</i>&nbsp;     *             Strategy for calculating points.
<i class="no-highlight">30</i>&nbsp;     */
<b class="nc"><i class="no-highlight">31</i>&nbsp;    public DefaultPlayerInteractionMap(PointCalculator pointCalculator) {</b>
<b class="nc"><i class="no-highlight">32</i>&nbsp;        this.pointCalculator = pointCalculator;</b>
<i class="no-highlight">33</i>&nbsp;    }
<i class="no-highlight">34</i>&nbsp;
<i class="no-highlight">35</i>&nbsp;    @Override
<i class="no-highlight">36</i>&nbsp;    public void collide(Unit mover, Unit movedInto) {
<b class="nc"><i class="no-highlight">37</i>&nbsp;        collisions.collide(mover, movedInto);</b>
<i class="no-highlight">38</i>&nbsp;    }
<i class="no-highlight">39</i>&nbsp;
<i class="no-highlight">40</i>&nbsp;    /**
<i class="no-highlight">41</i>&nbsp;     * Creates the default collisions Player-Ghost and Player-Pellet.
<i class="no-highlight">42</i>&nbsp;     *
<i class="no-highlight">43</i>&nbsp;     * @return The collision map containing collisions for Player-Ghost and
<i class="no-highlight">44</i>&nbsp;     *         Player-Pellet.
<i class="no-highlight">45</i>&nbsp;     */
<i class="no-highlight">46</i>&nbsp;    private CollisionInteractionMap defaultCollisions() {
<b class="nc"><i class="no-highlight">47</i>&nbsp;        CollisionInteractionMap collisionMap = new CollisionInteractionMap();</b>
<i class="no-highlight">48</i>&nbsp;
<b class="nc"><i class="no-highlight">49</i>&nbsp;        collisionMap.onCollision(Player.class, Ghost.class,</b>
<i class="no-highlight">50</i>&nbsp;            (player, ghost) -&gt; {
<b class="nc"><i class="no-highlight">51</i>&nbsp;                pointCalculator.collidedWithAGhost(player, ghost);</b>
<b class="nc"><i class="no-highlight">52</i>&nbsp;                player.setAlive(false);</b>
<b class="nc"><i class="no-highlight">53</i>&nbsp;                player.setKiller(ghost);</b>
<i class="no-highlight">54</i>&nbsp;            });
<i class="no-highlight">55</i>&nbsp;
<b class="nc"><i class="no-highlight">56</i>&nbsp;        collisionMap.onCollision(Player.class, Pellet.class,</b>
<i class="no-highlight">57</i>&nbsp;            (player, pellet) -&gt; {
<b class="nc"><i class="no-highlight">58</i>&nbsp;                pointCalculator.consumedAPellet(player, pellet);</b>
<b class="nc"><i class="no-highlight">59</i>&nbsp;                pellet.leaveSquare();</b>
<i class="no-highlight">60</i>&nbsp;            });
<b class="nc"><i class="no-highlight">61</i>&nbsp;        return collisionMap;</b>
<i class="no-highlight">62</i>&nbsp;    }
<i class="no-highlight">63</i>&nbsp;}
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    <div style="float:right;">generated on 2022-05-16 18:35</div>
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